Files
PlanetFleet/map.h
T
2023-02-05 15:18:28 +02:00

93 lines
2.4 KiB
C++
Executable File

#pragma once
#ifndef MAP_H
#define MAP_H
#include <string>
#include <vector>
#include <vector.h>
#include <util.h>
namespace gameBase{
class LuaManager;
}
namespace vb01{
class Model;
class Node;
}
namespace battleship{
class Player;
struct Cell{
bool land, impassible;
vb01::Vector3 pos;
Cell(){}
Cell(vb01::Vector3 p, bool l, bool i): pos(p), land(l), impassible(i){}
};
struct TerrainObject{
enum Type{LANDMASS, RECT_WATERBODY, ROUND_WATERBODY};
vb01::Vector3 pos, size, cellSize;
Type type;
vb01::Node *node = nullptr;
int numCells;
Cell *cells = nullptr;
vb01::u32 **weights = nullptr;
TerrainObject(){}
TerrainObject(vb01::Vector3 p, vb01::Vector3 s, vb01::Vector3 cs, Type t, vb01::Node *n, int num, Cell *c, vb01::u32 **w) :
pos(p),
size(s),
cellSize(cs),
type(t),
node(n),
numCells(num),
cells(c),
weights(w){}
};
class Map {
public:
static Map* getSingleton();
~Map(){}
void update();
void load(std::string, bool = false);
void unload();
int getCellId(vb01::Vector3, int);
bool isPointWithinTerrainObject(vb01::Vector3, int);
void addTerrainObject(TerrainObject);
inline std::string getMapName(){return mapName;}
inline TerrainObject& getTerrainObject(int i){return terrainObjects[i];}
inline int getNumTerrainObjects(){return terrainObjects.size();}
inline vb01::Node* getNodeParent(){return nodeParent;}
inline vb01::Vector3 getCellSize(){return cellSize;}
inline std::vector<Player*> getPlayers() {return players;}
inline Player* getPlayer(int i){return players[i];}
inline void addPlayer(Player *p){players.push_back(p);}
inline int getNumPlayers(){return players.size();}
inline int getNumSpawnPoints(){return spawnPoints.size();}
inline vb01::Vector3 getSpawnPoint(int i){return spawnPoints[i];}
inline void addSpawnPoint(vb01::Vector3 sp){spawnPoints.push_back(sp);}
private:
std::string mapTable = "map";
vb01::Node *nodeParent = nullptr;
std::string mapName;
std::vector<TerrainObject> terrainObjects;
vb01::Vector3 cellSize;
std::vector<vb01::Vector3> spawnPoints;
std::vector<Player*> players;
Map(){}
void preprareScene();
void loadSpawnPoints();
void loadPlayers();
void loadSkybox();
void loadTerrainObject(int);
};
}
#endif